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GPU Gems 3

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Forewordp. xxvii
Prefacep. xxix
Contributorsp. xxxiii
Geometryp. 3
Generating Complex Procedural Terrains Using the GPUp. 7
Introductionp. 7
Marching Cubes and the Density Functionp. 7
An Overview of the Terrain Generation Systemp. 12
Generating the Polygons Within a Block of Terrainp. 20
Texturing and Shadingp. 29
Considerations for Real-World Applicationsp. 35
Conclusionp. 37
Referencesp. 37
Animated Crowd Renderingp. 39
Motivationp. 39
A Brief Review of Instancingp. 40
Details of the Techniquep. 42
Other Considerationsp. 50
Conclusionp. 51
Referencesp. 52
DirectX 10 Blend Shapes: Breaking the Limitsp. 53
Introductionp. 53
How Does It Work?p. 56
Running the Samplep. 66
Performancep. 66
Referencesp. 67
Next-Generation SpeedTree Renderingp. 69
Introductionp. 69
Silhouette Clippingp. 69
Shadowsp. 76
Leaf Lightingp. 81
High Dynamic Range and Antialiasingp. 85
Alpha to Coveragep. 85
Conclusionp. 88
Referencesp. 91
Generic Adaptive Mesh Refinementp. 93
Introductionp. 94
Overviewp. 95
Adaptive Refinement Patternsp. 96
Rendering Workflowp. 98
Resultsp. 100
Conclusion and Improvementsp. 103
Referencesp. 104
GPU-Generated Procedural Wind Animations for Treesp. 105
Introductionp. 105
Procedural Animations on the GPUp. 106
A Phenomenological Approachp. 106
The Simulation Stepp. 113
Rendering the Treep. 117
Analysis and Comparisonp. 118
Summaryp. 119
Referencesp. 120}12
Metaballs, Smoothed Particle Hydrodynamics, and Surface Particlesp. 124
Constraining Particlesp. 127
Local Particle Repulsionp. 135
Global Particle Dispersionp. 140
Performancep. 145
Renderingp. 146
Conclusionp. 147
Referencesp. 148
Light And Shadowsp. 151
Summed-Area Variance Shadow Mapsp. 157
Introductionp. 157
Related Workp. 158
Percentage-Closer Filteringp. 159
Variance Shadow Mapsp. 161
Summed-Area Variance Shadow Mapsp. 174
Percentage-Closer Soft Shadowsp. 178
Conclusionp. 181
Referencesp. 181
Interactive Cinematic Relighting with Global Illuminationp. 183
Introductionp. 183
An Overview of the Algorithmp. 184
Gather Samplesp. 186
One-Bounce Indirect Illuminationp. 188
Wavelets for Compressionp. 189
Adding Multiple Bouncesp. 192
Packing Sparse Matrix Datap. 193
A GPU-Based Relighting Enginep. 195
Resultsp. 200
Conclusionp. 201
Referencesp. 201
Parallel-Split Shadow Maps on Programmable GPUsp. 203
Introductionp. 203
The Algorithmp. 205
Hardware-Specific Imp
Table of Contents provided by Publisher. All Rights Reserved.

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Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

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